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FPSC Classic Product Chat / -Motion capture in fps creator -Possible?

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GR1TZN3R
18
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Joined: 11th Jan 2008
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Posted: 9th Feb 2010 06:25
Hello,

and thanks for looking!

Well, after playing through COD modern warfare 2, I realized there are a lot of immersion aspects that infinity ward is incredible at achieving. One in particular though, was the motion capture. I am very much interested in this and its use in the fpsc application. for instance, what kind of things must be done for the data to be used accurately, and in what portions can the animations be used?
I believe this will help the game be more enjoyable, along with scripting, so please, if anyone can tell me, what is the reality and possibility in this?

thank you.

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GR1TZN3R
18
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Posted: 9th Feb 2010 06:37
In addition, i found a simple site called "ipisoft.com that is a cheap, easy way to gather mo-cap. It seems viable, but how can I integrate it into fpsc effectively?

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mickeyb
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Posted: 9th Feb 2010 10:41
You could have a look at lifeforms you can load an avi and copy
the motions into a bip file etc.


http://www.charactermotion.com/
seppgirty
FPSC Developer
17
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Joined: 3rd Jul 2009
Location: pittsburgh, pa.
Posted: 9th Feb 2010 21:02
i think you would only be able to use mocap files if you add a bone in the hand and would name it firespot. i believe firespot is where the weapons attach... you would also need the root bone at 0,0,0 that way he doesn't sink into the floor.......
you could probably rig the model in milkshape. save it out as a b3d. import into pacemaker. add firespot bone. save out as a direct x file. import into fragmotion. export out as milkshape3d file. then in milkshape, export with correct direct x settings... that's a bit of a pipeline though....
i never did it so i'm not sure if it's worth trying that way. if your going to experiment with this, i suguest you google free mocap files.... also a great place to buy mocap files is at truebones.com

gamer, lover, filmmaker
Kill3r7
User Banned
Posted: 9th Feb 2010 21:15
Create a motion capture its possible with scripts and textures, etc. for example in marc steene scripts from Cod modern warfare

AaronG
19
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Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 9th Feb 2010 21:46
Just motion capture the certain animations needed for the characters such as walking, running, dying, reloading, etc., then make a bip out of them. Then obviously apply it to the mesh.

If you're trying to render a scene...then I have no idea. Haha. You could capture the scene (with actors, props, etc.) then like Kill3r7 said, just use scripts to tell that model to jump to those animations.

GR1TZN3R
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Posted: 11th Feb 2010 07:58
Wow,
thanks guys!

I haven't actually tried any of this yet on account of the fact i haven't even begun my efforts at a game. but before i do, I want all my pieces in place. Makes sense right? Thanks again for all your help, your a blessing.

While were at it, have there been any attempts at this yet?
i hope to find some routes toward this.

Again thanks!

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bond1
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Posted: 11th Feb 2010 08:33 Edited at: 11th Feb 2010 08:53
Sure, I've used mocap in some of my character's animations. Bought them from http://www.e-motek.com/entertainment/stockmoves/index.html You can download them for free if you're not using them commercially.

You need to convert any mocap data into a format that you can load into your animation program. In my case, I use .bvh that I can load onto 3ds Max biped.

Keep in mind that places like EA have their own multi-million dollar mocap studios at their disposal. Also keep in mind that this is not something you're going to pick up in an afternoon's time. First, you'll need to learn your animation program inside and out. What software are you using currently? Then you'll need to learn how animations fit in FPSC. Look at a character's FPE file, and also in the manual, to see how everything fits together.

Just don't get your heart set on acting out elaborate motions like you see in big budget games, and magically transferring that into FPSC with a few mouse clicks. That ipisoft system looks interesting though.

What I do sometimes is what is called "poor man's mocap". I'll set up two digital cameras at 90 degree angles and make a video of myself going through some motions. Then I will keyframe animate a character, trying to match key poses from the videos as closely as possible. It doesn't match the subtlety of real mocap, but it works pretty well.

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"bond1 - You see this name, you think dirty."
GR1TZN3R
18
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Posted: 11th Feb 2010 09:54
Thanks bond1! I really appreciate your input.

Although, Im confident, that if God be willing, I'll be able to incorporate enough mo-cap into my game to give it a certain luster, enriching it substantially in a way not many game dev. tools can.

It wont be easy, thats for sure. but man will it be worth it. Ad knowing now that it's possible, thanks to you, I've all the more confidence! Thanks!

Anymore input? Keep it coming!

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